Stamina Mode: Difference between revisions

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"Official" implies it is supported by Nintendo, which no Smash tier list has been
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'''Stamina''' is a gameplay option that replaces the traditional ''Super Smash Bros.'' [[damage]] percentage with a "HP gauge" similar to the life bars of conventional fighting games, which must be depleted to defeat characters. Stamina was a [[Special Smash|Special mode]] option prior to ''[[Super Smash Bros. Ultimate]]'', where it became a standard rule option. Battles with Stamina rules also appear in some [[event match|event matches]], one possible [[Smash Run]] Final Battle, and some [[spirit]] battles.
'''Stamina''' is a gameplay option that replaces the traditional ''Super Smash Bros.'' [[damage]] percentage with a "HP gauge" similar to the life bars of conventional fighting games, which must be depleted to defeat characters. Stamina was a [[Special Smash|Special mode]] option prior to ''[[Super Smash Bros. Ultimate]]'', where it became a standard rule option. Battles with Stamina rules also appear in some [[event match|event matches]], one possible [[Smash Run]] Final Battle, and some [[spirit]] battles.


In Stamina, every hit to the player depletes some [[HP]] from them. Once a character reaches 0 HP, they are KO'd, though characters can still be knocked off the stage through conventional means. However, [[knockback]] is not affected by the amount of damage the player has taken. From ''[[Super Smash Bros. Melee]]'' to ''[[Super Smash Bros. 4]]'', characters in Stamina only have a single life, but in ''Ultimate'', the mode can be used with [[stock]]s; when a character reaches 0 HP, they will be [[Instant KO|instantly KO'd]] and [[revival platform|respawn]] for as long as they have stocks remaining. When a character is defeated, the game will temporarily slow down, and the character will let out one of their [[KO]] cries, which varies based on the game. If the victim is hit by a very weak attack when they are KO'd (or defeated by a damage-over-time status effect like [[flower]]), they will perform a unique animation of them dramatically crumpling to the ground, usually falling backward or on their knees; otherwise, they will simply begin [[tumbling]] outside of player control, entering their prone state when landing on solid ground.
In Stamina, every hit to the player depletes some [[HP]] from them. Once a character reaches 0 HP, they are [[KO]]'d, though characters can still be knocked off the stage through conventional means. However, [[knockback]] is not affected by the amount of damage the player has taken. From ''[[Super Smash Bros. Melee]]'' to ''[[Super Smash Bros. 4]]'', characters in Stamina only have a single life, but in ''Ultimate'', the mode can be used with [[stock]]s; when a character reaches 0 HP, they will be [[Instant KO|instantly KO'd]] and [[revival platform|respawn]] for as long as they have stocks remaining. When a character is defeated, the game will temporarily slow down, and the character will let out one of their [[KO]] cries, which varies based on the game. If the victim is hit by a very weak attack when they are KO'd (or defeated by a damage-over-time status effect like [[flower]]), they will perform a unique animation of them dramatically crumpling to the ground, usually falling backward or on their knees; otherwise, they will simply begin [[tumbling]] outside of player control, entering their prone state when landing on solid ground.


Defeated fighters will always stay in their prone position and flash red; they cannot be controlled by the user and will always enter a state of tumbling when hit, and can be knocked off the stage and KO'd with a [[blast KO]] as usual. In ''SSB4'', defeated characters can also be eliminated completely if the victim is trapped in certain hazards such as [[Danger Zone]]s. Any helper characters, such as {{b|Pikmin|species}}, will still stay next to the knocked-out combatant, with the exception of [[Luma]], who will be KO'd alongside [[Rosalina]], and the partner [[Ice Climbers|Ice Climber]] in ''Ultimate'', who will be KO'd alongside the leader. In ''Ultimate'', defeated fighters will explode after a brief moment, removing them from the battlefield.
Defeated fighters will always stay in their prone position and flash red; they cannot be controlled by the user and will always enter a state of tumbling when hit, and can be knocked off the stage and KO'd with a [[blast KO]] as usual. In ''SSB4'', defeated characters can also be eliminated completely if the victim is trapped in certain hazards such as [[Danger Zone]]s. Any helper characters, such as {{b|Pikmin|species}}, will still stay next to the knocked-out combatant, with the exception of [[Luma]], who will be KO'd alongside [[Rosalina]], and the partner [[Ice Climbers|Ice Climber]] in ''Ultimate'', who will be KO'd alongside the leader. In ''Ultimate'', defeated fighters will explode after a brief moment, removing them from the battlefield.
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In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  
In ''Ultimate'', Stamina is now available as a standard rule option which can be combined with [[Time]] and [[Stock]] modes. As Stamina mode is no longer a part of Special Smash, it is now possible to play Stamina battles with a maximum of eight players. The maximum HP possible has been drastically increased, as players can now have HP ranging from 10-999 HP.  


When playing with more than one stock or during a timed match, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP. Randomly the announcer may say game at the same time a last character is KO'd on their last stock and the results screen plays during the final zoom.
When playing with more than one stock, losing all HP causes an instant KO and respawn; on the fighter's final stock, KO'd characters will enter their motionless defeated pose, and will eventually explode after a few seconds (instead of permanently staying on-screen unless knocked off, like in previous games). As with other default modes, the final blow will feature the "Final Zoom" effect regardless of how strong the move was unless the KO was a Blast KO; if such, the game just ends like a normal match. If the character dies by a blast zone, then there is a slight delay before the match ending, likely because of the delay present when a character reaches 0 HP. Randomly the announcer may say game at the same time a last character is KO'd on their last stock and the results screen plays during the final zoom.


In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
In ''Ultimate'', victims caught in a trapping or cinematic (e.g. [[Chain Attack]], [[Max Malicious Moonsault]], [[The Mighty Jinjonator]]) Final Smash will not go below 0.1 HP until the final hit. However, a few of these Final Smashes do not have this ability (such as {{SSBU|Isabelle}}'s [[Dream Town Hall]] or {{SSBU|Luigi}}'s [[Poltergust G-00]]), and opponents that attack a trapped foe in a non-cutscene Final Smash will still KO the victim before the move ends. Additionally, Final Smashes that previously had extremely high or [[OHKO]] potential (such as [[Critical Hit]]) have their knockback significantly reduced to prevent them from KOing opponents with high HP, unlike in ''Brawl'' or ''Smash 4''.
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There are a few exceptions:  
There are a few exceptions:  
*{{SSBU|Marth}}, {{SSBU|Ike}}'s ''Radiant Dawn'' alternate costumes in English, and his ''Path of Radiance'' costumes in Japanese use their alternate KO voice clips.
*{{SSBU|Marth}}, {{SSBU|Ike}}'s ''Radiant Dawn'' alternate costumes in English, and his ''Path of Radiance'' costumes in Japanese use their alternate KO voice clips.
*{{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}'s English voice, {{SSBU|Min Min}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, {{SSBU|Kazuya}} and {{SSBU|Sora}} use one of their heavy knockback cries.
*{{SSBU|Mario}}, {{SSBU|Dr. Mario}}, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}} in English, {{SSBU|Min Min}}, {{SSBU|Sephiroth}}, {{SSBU|Pyra}}, {{SSBU|Mythra}}, {{SSBU|Kazuya}} and {{SSBU|Sora}} use one of their heavy knockback cries.
*{{SSBU|Joker}} (from 3.1.0 onward), {{SSBU|Banjo & Kazooie}}, and Byleth's Japanese voice use a unique knockout voice clip not heard anywhere else.
*{{SSBU|Joker}} (from 3.1.0 onward), {{SSBU|Banjo & Kazooie}}, and Byleth in Japanese use a unique knockout voice clip not heard anywhere else.
*{{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, {{SSBU|Steve}} and the {{SSBU|Mii Fighter}}s fall silently. Prior to 3.1.0, Joker also fell silently.
*{{SSBU|Mr. Game & Watch}}, {{SSBU|R.O.B.}}, {{SSBU|Mega Man}}, {{SSBU|Steve}} and the {{SSBU|Mii Fighter}}s fall silently. Prior to 3.1.0, Joker also fell silently.


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*The {{SSBU|Ice Climbers}} have both Popo and Nana scream simultaneously.
*The {{SSBU|Ice Climbers}} have both Popo and Nana scream simultaneously.
*For {{SSBU|Pokémon Trainer}}, the trainer does not vocalize if the match was 1-on-1, or there were no more allies in team battle (as in normal rules).
*For {{SSBU|Pokémon Trainer}}, the trainer does not vocalize if the match was 1-on-1, or there were no more allies in team battle (as in normal rules).
*For {{SSBU|Rosalina & Luma}} and Banjo & Kazooie, only Rosalina and Banjo vocalize during the animation (for Luma's case, they will have the [[instant KO]] explosion regardless of how many stocks are left; Kazooie lacks blast KO voice clips altogether).  
*For {{SSBU|Rosalina & Luma}} and Banjo & Kazooie, only Rosalina and Banjo vocalize during the animation (for Luma's case, they will have their typical explosion when out of HP or when Rosalina is KO'd normally; Kazooie lacks KO voice clips altogether).  


If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rule.
If a character lost their final stock by conditions that are capable of instantly KOing them under normal circumstances (e.g. [[Triforce of Wisdom]], [[Command Selection|Whack, Thwack]], [[Danger Zone]]s, [[Death's Scythe]] and [[Mimikyu]]), their knockout voice clip will be heard, but the instant KO explosion occurs without entering the defeated animation, like normal rules. This also applies to [[All-Out Attack]], which will trigger its unique victory screen if the cinematic depletes all opponents' remaining HP on their last stock.
 
==In competitive play==
Stamina mode is rarely seen in tournaments due to its format being unpopular among the [[community]]. However, some tournaments run stamina brackets as a side event, potentially with some other unconventional conditions as a fun event.
 
While a simple change on the surface, changing the damage from a percent to hit points completely changes how the game is played. Due to reaching the [[blast line]]s no longer being the only way to take a stock, new strategies that deprioritize doing so form. Due to how hit points work in-game, all attacks essentially only have base knockback the entire game, which completely changes the functionality of certain moves that heavily rely on knockback scaling to be effective while indirectly improving attacks with set knockback. Also, since any attack can now KO regardless of knockback, poking and playing defensively is preferable to being aggressive and paying dearly for a mistake.
 
While no widespread community tier lists for stamina mode exist, some generally agreed upon results exist. The best characters for stamina mode are those that excel in combos that can rack up damage quickly, and those that can play keep-away by whittling down their opponent's health from far away. While high damage is still important, it is inherently less impactful without knockback, forcing slow characters without good projectiles or long combos to play carefully and slowly get close to do as much damage as possible before the opponent can run away. That being said, lower knockback than usual can help some characters make longer combos due to the opponent not being knocked away, helping those same characters that need to get in close.


==Gallery==
==Gallery==
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[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
[[File:SSBU Vc zelda knockout.wav|thumb|...and its Stamina counterpart (known as '''Knockout''') in ''Ultimate''; in this case, {{SSBU|Zelda}}.]]
*{{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]] cause an [[Undead Glitch]] when reduced to 0 HP, prior to ''Ultimate''.
*{{b|Giga Bowser|Final Smash}}, [[Wario-Man]], [[Giga Mac]], [[Mega Charizard X]], and [[Mega Lucario]] cause an [[Undead Glitch]] when reduced to 0 HP, prior to ''Ultimate''.
*If [[Mega Man]] is defeated in Stamina Mode, the orbs that are part of his regular KO explosion will appear around him, which is a more accurate reference of his death animation in classic {{uv|Mega Man}} games (though Mega Man himself won't explode except in ''Ultimate'').
*Some characters have an unique animation if KO'd in Stamina Mode, referencing their respective home series:
**Similarly, [[Inkling]]'s squid ghost can be seen flying away when KO'd in Stamina Mode, referencing ''Splatoon''{{'}}s death animation.
**[[Mega Man]] emits orbs around him with the "lose a life" sound from the original ''Mega Man''. In ''Smash 4'', this effect occurs immediately upon receiving fatal damage (or getting a [[Blast KO]]), while in ''Ultimate'' this effect occurs alongside the [[Instant KO]] explosion.
**[[Inkling]]'s squid ghost can be seen flying away from the Instant KO explosion.
**On his final stock, [[Terry]]'s hat will fly off of his head.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*When {{SSBM|Crazy Hand}} and {{SSBM|Master Hand}}'s stamina reaches 0 in [[Versus Mode|VS. Mode]], they do not make KO screams, and the camera does not freeze right before they fly off.
*Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
*[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
*[[Staryu]] in ''[[Brawl]]'' will still target defeated characters.
*Defeated characters can grab ledges.
*Prior to ''Ultimate'':
*Defeated characters cannot swim and so will instantly drown if they fall into the water.
**Defeated characters that are hit with a [[Banana]] or other [[slip]] hitbox will be knocked into their sitting position. Once the time is up, they will stand, only to immediately lie back down.
**Defeated characters can grab ledges.
**Defeated characters cannot swim and so will instantly drown if they fall into the water.
*If [[Sudden Death]] occurs, the players will have 1 HP.
*If [[Sudden Death]] occurs, the players will have 1 HP.
**In ''Ultimate'', if a player uses stamina boosting spirits they will start with extra HP but will incorrectly be shown with 1 HP. Taking damage will update their HP to the correct amount.
**In ''Ultimate'', if a player uses stamina boosting spirits they will start with extra HP but will incorrectly be shown with 1 HP. Taking damage will update their HP to the correct amount.
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*In ''Ultimate'', {{SSBU|Terry}} normally gains the ability to execute Super Special Moves once he reaches 100% Damage, but in Stamina Mode, he instead gains it when his HP reaches 1/3 of its original value (e.g. at 50 HP in a 150-HP match). Similarly, {{SSBU|Kazuya}} enters Rage state upon reaching 1/4 of his starting stamina (e.g. 50 HP in a 200-HP match).
*In ''Ultimate'', {{SSBU|Terry}} normally gains the ability to execute Super Special Moves once he reaches 100% Damage, but in Stamina Mode, he instead gains it when his HP reaches 1/3 of its original value (e.g. at 50 HP in a 150-HP match). Similarly, {{SSBU|Kazuya}} enters Rage state upon reaching 1/4 of his starting stamina (e.g. 50 HP in a 200-HP match).
**However, if the starting HP is set to more than 300, the ability will not activate until Terry's HP reaches 100.
**However, if the starting HP is set to more than 300, the ability will not activate until Terry's HP reaches 100.
**Additionally, exclusive to this mode is an animation where, upon losing, Terry's hat will come flying off.
*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*In ''Ultimate'', if a fighter has a full [[Final Smash Meter]] upon losing their last stock, it will only partially empty (as it normally does upon being KO'd) once they explode a few seconds later.
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*[[Recoil damage]] allows the user to [[self-destruct|KO themselves]] in Stamina Mode. This includes attacks such as {{SSBU|Pichu}}'s electric moves (except [[Volt Tackle]]), and {{SSBU|Incineroar}}'s failed [[Alolan Whip]]. If the self-KOing user also happens to KO a remaining opponent with said move, the game will consider it a tie and move to [[Sudden Death]].
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series. An exception is made if the victim is offscreen when the blow is landed, in which case the normal Finish Zoom occurs.
*In ''Ultimate'', if {{SSBU|Sora}} is the fighter to land the final blow, a special slow motion effect goes into place while the camera pans around and fades into white, referencing the visual effects that play when defeating a Boss in the {{uv|Kingdom Hearts}} series. The exceptions are if the victim is offscreen when the blow is landed, or if the opponent is [[Instant KO|instantly KO'd]], in which case the normal Finish Zoom occurs.
**If Sora is involved in a tie due to all parties' HP being depleted at the same time, his special Finish Zoom will not play out unless the opponent(s) he tied with is another Sora.<ref>https://youtu.be/kBEhOP5Ktvw?t=789</ref>


==References==
==References==
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